This mod turns DooM^3 into Ultra-Violent Thinking Man's Shooter
Wikipedia states that:
Doom 3 (stylized as D00M^3) is a science fiction survival horror first-person shooter video game
With this mod, the above statement is true.
So, what this mod is all about?
1) This mod fully embraces how much DooM^3 is different from the other entries in the series.
It does not try to make it similar to other DooM games.
Its gameplay is exactly opposite to 2016 DooM's. In the best way possible. It's slow, tense and full of adrenaline.
2) This mod is all about tactics.
Whole game has been completely rebalanced. It’s challenging, but fair. You can survive everything as long as your strategy is sound. Your reflexes are as important as your planning.
3) This mod is all about immersion.
It changes and enhances hundreds of simple, yet often overlooked game mechanics. It extends survival horror elements of the game, making you just another Marine stuck on the shores of hell.
4) This mod is faithful to original iD’s design.
But it enhances it in quite a few ways; you're being rewarded for exploration, some pesky elements of the maps are more accessible, pick-ups conform to their visual design, and so on...
5) This mod is all about balance.
Every weapon serves its unique purpose. There are no weak or strong weapons. Some are more versatile than the others, some are more specialist, but using a wrong one in a wrong scenario means certain death, while using the right one in the right scenario means winning the battle without taking a scratch.
Every monster is deadly on its own. There are no weak or strong monsters. Some are more dangerous than the others, some are less, but meeting the wrong one in a wrong place means certain death, while paying attention to what are they up to means winning the battle without taking a scratch.
6) This mod is all about tech.
It uses fusion of Denton's Enhanced Doom3 (v2.02) ( Moddb.com ) Sikkmod 1.2 ( Moddb.com ) CED2011's Assets Pack ( Moddb.com ) and Perfected Doom 3 ( Moddb.com ) as a base.
While primarily an immersion mod and not a graphical one, it uses Redux’s ( Moddb.com ) textures and audiologs, Phrozo's ( Moddb.com ) particle effects, HD characters and assets, etc... You should not be disappointed with its looks.
Installation:
Extract zip archive to your Doom3 folder, and then either launch the game with
doom3.exe +set fs_game overthinked
or choose it from "Mods" submenu in main menu.
Overthinked DooM^3 is single-player exclusive and it requires 1.3.1 version of the PC retail game to work. It should also work with the Steam version. It's incompatible with both the RoE campaign and the BFG edition.
------------------------
Happy surviving!
_________________
Note for folks having trouble with wide-screen monitors:
In the mod folder there's a file called autoexec.cfg
In this file you need to add following lines, edited accordingly to your configuration:
seta r_mode -1
seta r_aspectRatio 1 // (0 = 4:3, 1 = 16:9, 2 = 16:10)
seta r_customHeight 1080 // (Your screen height)
seta r_customWidth 1920 // (Your screen width)
----------------
KNOWN BUGS:
1)
If you have distorted camera view, rename Doom3.exe to something else.
2) Game crashes from time to time when quick-loading. Nothing really game-breaking, but it's worth to now it.
3) Sometime monsters (especially Imps) stay suspended in the air after being hit with the plasma gun.
4) If your weapons are disabled after returning from hell, you'd need to quit the game and reload the auto save.
Hi there!
OD3 v3 will be released today.
Testing process went smoother than expected and there are some nice little last-minute changes for you guys to enjoy.
I've tried to address as much of the legitimate criticism towards the previous release as possible, so in principle the gameplay should be much smoother and better balanced. Let me know what you think.
Cheers!
0x29a
Just one simple tip on how to run Doom3 on newer PC's (at all or without most issues) - with Windows 7, 8, 8.1 and 10.
Quick guide on using Denton's Enhanced DooM 3 light-attachment system, with Machinegun example.
Get started with your mod! Overthinked DooM^3 SDK compilation instructions.
This tweak bundle includes: - WARNING: PERILOUS REVENANTS! - Fix for Soul Cube to kill Hell Knights at full health and balancing for bosses that the Cube...
This tweak bundle includes: - Fix for Soul Cube to kill Hell Knights at full health and balancing for bosses that the Cube can be used against; - Super...
This patch addresses both remaining balance issues of OD3: 1) Soul Cube now kills Hell Knights at full health; 2) Super Shotgun pellet spread is reduced...
OD3 has a clear balance bug: Soul Cube not killing Hell Knights at full health. Instakilling any non-boss enemy is Soul Cube's essential property, this...
Three variants of reloading mechanics for the Overthinked DooM 3
Are the lasersight weapons supposed to NOT hit where the laser is in hipfire? (except shotgun for obvious reasons lol)
-Mod option doesn't show up in the main Doom 3 menu
-I can't get this working with Absolute HD
-I can't set a custom resolution of 3440x1440 or even 2560x1440
-The main menu is completely vanilla, which seems like it's not integrating any other mods, not that I can even add any because this mod ELIMINATES the Mod option from the main menu.
-I can run Absolute HD mod by itself and even Doom 3 vanilla and the Mod Main Menu selection shows up.
Hi there,
Yeah, unfortunately I never had time to add HD menu and there was practically no demand for it back in a day, as everyone seemed to be comfortable with just editing config files... Hopefully someone would be able to do it.
Cheers!
This comment is currently awaiting admin approval, join now to view.
This comment is currently awaiting admin approval, join now to view.
I have to ask, who was the comical genius that decided lasersights completely tank the accuracy on both the MG-88 AND the shotgun?
How does a laser sight INCREASE SPREAD on a SHOTGUN SHELL ???
What do you mean tank the accuracy? Improve or deteriotate it?
I will look into that if the shotgun pellet spread changes depending on the active attachment.
For MG-88 the laser sight is IMO the best option, letting the player do without ironsights and preserving fire rate unlike the flashlight.
Having the laser on makes guns inaccurate. I can sit on one end of a hall with the shotgun or the SMG and laser on and just coat the entire wall with pellets. Turning the flashlight on makes it tighter. It makes no sense.
I don't see a difference between smg firerate with or without flashlight/laser. It turns into burstfire with all attachments disabled. Firerate stays the same.
Plasma rifle crashes game if you try to shoot after reloading a save where you had it equipped. I don't understand.
Chaingun's melee is WAY too short and does 0 damage, meanwhile I can slap people with the shotgun from the other side of a hall.
This is with the latest version.
Please explain how you get these results?
I think this behaviour is controlled in zDefScript.pk4. I'll fix what I can.
The sound effects are so loud, even with the volume off the 'can't reload', SMG and shotgun firing noises blow out my ears :<
The shorter the barrel, the louder the shot is IRL
There's no excuse for the sounds to be completely over the top on normalization versus the other sounds in the game.
This 'shorter barrel = loud' is a non-excuse, it doesn't even relate to the issue, the issue is that the sounds are disproportionally too loud versus the rest of the game, to the point we're talking the shotgun sounding like a needle dropping, and the pistol error noise sounding like an atomic bomb dropping.
I modified the sound definition files to bring the pda beep noise, the SMG firing sound down, and the SSG noise up, so that they are all normalized to the same level as the rest of the game. I suggest you do the same.
Could you please upload the files where you normalized the volume of sounds to Google Drive? I'll include them in my fix bundle and credit you.